Zul, Reborn is a boss in the Uldir raid in World of Warcraft. Our strategy guide will help you to defeat the Zul, Reborn encounter and the loot listing below contains all of the loot he drops on each difficulty.

Minions of Zul should be quickly dispelled to prevent them from reaching their targets. Arcane torrent can also be used.

Nazmani Crushers should be tanked close to the boss to allow for damage cleaving. If the Crusher is close to full energy it should be moved to the edge of the platform to minimize the targets hit by its cast.

Phase 2 (40 - 0%):

This is a short burn phase, where players should stack close to the boss to make raid healing easier.

Pools of Darkness should be soaked by ranged DPS. Only one player per pool is required.

Players affected by Deathwish should be dispelled when close to the edge, to reduce the damage to the raid.

In Phase 2 tanks will take turns holding aggro and standing in front of the boss.

Taunt swap after a few stacks of Rupturing Blood, and run the debuff to the edge of the platform before it times out.

Stepping in a Blood Pool will apply additional stacks, so they should be placed near each other to maximize the available area.

Detailed Zul, Reborn Strategy Guide

Created by Crzypck, officer and Raid Leader of Mist on Area 52. This guide is geared towards Heroic and Mythic, with no details about Normal difficulty. If you have any questions, please feel free to ask!

Upon reaching full energy, they AoE the raid for 60k damage every 2 seconds for 10 seconds. This is a wipe mechanic.

These must die before reaching full energy.

DPS Priority - Bloodhexer > Crusher > Crawgs

Phase 1 Strategy

Create assignments for Dark Revelation locations and dispells.

Players who get the debuff must move far away from the raid to reduce the damage done.

Immediately after the AoE goes off, dispels need to happen to kill adds.

Add Management

The encounter begins with 4 Crawgs, 1 Bloodhexer, and 1 Crusher.

Zul does not need to be tanked in phase 1.

One tank will tank the Crusher and help on Crawgs as needed.

Always tank the Crusher facing away from the raid.

When the Crusher is ~85 energy, move 30+ yards from Zul and any adds.

The other tank picks up a Bloodhexer and the Crawgs.

When the Bloodhexer is about to cast Congeal Blood, move it away from the boss.

While the Congeal Blood cast can not be kicked, you can stun the Bloodhexer to interrupt the cast. With fast DPS, a Bloodhexer should never get get a Congeal Blood cast off.

If it does complete a Congeal Blood cast, DPS should focus down the add that spawns immediately, using crwod control to slow it down.

When Bloodhexers spawn, you must have someone immediately crowd control one, and grip the other Bloodhexer into melee range. Kill one Bloodhexer immedaitely then grip the second Hexer into raid. Note that the Bloodhexer still continues to gain energy while crowd controlled. This means it will be near full energy once you finish the first Bloodhexer.

When the second Bloodhexer is brought into melee, it will attempt to cast Congeal Blood. Stun the mob the moment it starts casting. Depending on your DPS, it may attempt to cast 2-3 times before you kill it. Ensure it gets stunned every cast.

The ideal time to push out of Phase 1 (40% HP on boss) is under 2 minutes and 52 seconds. This prevents a third set of Hexers from spawning.

It is recommend having all of the DPS be talented for maximum single target damage. This encounter requires you to push the boss to 40% in a timely manner.

The longer phase 1 took, the more energy the boss will have, resulting in more stacks on the entire raid.

Corrupted Blood deals 500 damage per 2 seconds for the rest of the fight, per stack.

The cast of Locus of Corruption can be negated by certain classes with skills that make spells "miss" them, such as Hunters with Aspect of the Turtle and Rogues with Cloak of Shadows. This will prevent them from receiving any stacks of Corrupted Blood on the transition at 40%. If a player assigned to soak a Pool of Darkness in phase 2, they should save their immunity / survivability cooldown for that moment.

This is a debuff applied to targets in a frontal cone of Zul that stacks.

It does 21k damage every 2 seconds for 20s.

Tanks must swap at 3 stacks or fewer.

Upon expiration, the debuff leaves a giant pool of corrupted blood on the ground.

Anyone in the pool gets a Corrupted Blood stacks.

Phase 2 Strategy

Pools of Darkness can be handled just like in phase 1.

Healers need to be ready for Deathwish. Assign main dispellers + backups and dispel as late as possible without letting the players jump off the edge.

If you have priest healers, use Leap of Faith on one player once per Deathwish to spread out the timing of the explosions.

Rupturing Blood

Tanks must drop their debuff at the edge of the room, ideally near an existing pool.

The tank swap should occur at 3 stacks.

Healers will have to pay special attention to the tank as they move out to let their debuff expire. It is recommended that you set up a cooldown rotation as this tank will still take a lot of damage from the DoT.

If you have any Paladins in the raid, you can use Blessing of Protection to instantly remove the tank debuff. This still triggers the pool of blood, but allows you to use a slightly alternative strategy of having a tank receive higher stack (4-5) then quickly move out to the edge of the room, receive a Blessing of Protection, then rejoin the fight.

As more and more of the room is covered by Rupturing Blood pools, the raid may need to reposition itself closer to a clean side for Deathwish.

If you did not Bloodlust in phase 1, you should do so immediately in phase 2 as this is the burn phase. Kill the boss before you run out of room.

Mythic Zul, Reborn Abilities

Pool of Darkness

The person soaking the pool now gets 1 stack of Corrupted Blood every time they take damage from soaking.

If the pool goes unsoaked, the entire raid gets 1 stack of Corrupted Blood per tick of the AoE damage, stacking.

Each pool will apply a total of 10 stacks of Corrupted Blood from the time it starts to the time it despawns. It is recommended to rotate players into the pools when the previous soaker reaches 5 stacks, which is halfway through the duration of that pool.

This is a debuff that is applied randomly to one of the adds at the start of the fight.

If this debuff is not present on an add, and that add dies, it will respawn after a few seconds.

The debuff lasts for 12 seconds.

Upon expiration, it jumps to a random add of a different type.

You can dispell the debuff to force it to jump to another add. Ensure the debuff is present on priority targets such as Bloodhexers and Crushers before they die. It is not important for it to be on Crawgs.

There are Weakauras that will show the debuff on enemy health bars via v-targeting to make tracking easier. The add affected with the debuff also grows in size and glows a greenish color.

All phase 2 stays mostly the same, other than the fact that there will be many Crawgs up for the whole encounter, due to them respawning.

A clean and well executed phase 1 is required to have a succesful chance in phase 2.

Mythic Zul, Reborn Strategy Guide

Subtley Rogues are incredibly powerful on this fight. They can spam their AoE combo point builder on the Crawgs, and dump 5 point eviscerates into Zul every other global.

While not required, bringing 3-4 (or more) Subtley Rogues makes the encounter much, much easier. While the fight has been killed with two and fewer rogues, this guide strategy assumes you have access to several.

If you opt to stack rogues, your objective is to Bloodlust on the pull, kill the one Bloodhexer that is up at the start quickly (ensure you dispell the debuff to it so it does not respawn) and focus down Zul. The Crawgs are purely there for the rogues to build combo points and should not be AoEd by other classes. Crawgs should only be killed when they are reaching high energy to prevent them from AoEing, they will respawn shortly after.

The Crusher will get low naturally from cleave and must be killed before the second Crusher spawns.

If successful with this strategy, you can crowd control the 1st set of Bloodhexers that spawn, and push the boss to 40% before the second set spawns. This makes the encounter significantly easier as you never have to deal with any Bloodhexers beyond the one that starts out with the fight.

Eventually, the Crawgs become dangerous due to the number of them that are alive, and they can easily kill a tank. It is recommend to bring 3 tanks to this fight. One tank will be responsible for kiting Crawgs around Zul so the rogues can AoE them, while the other tanks will handle the tank swap mechanics.

Zul, Reborn Abilities

Originally Posted by MMO-Champion

Once the proud leader of the Zanchuli Council, highest advisors to the kings of Zandalar, Zul was praised as the greatest of prophets. Now, the dark prophet has turned on King Rastakhan and would see a true troll empire rule the world once again, even if it means submitting to the blood god: G'huun.

Overview - Zul begins the encounter assisted by the Forces of Blood. He will continue to summon additional Forces of Blood that the party must contend with while his energy fills.

At 40% health, Zul no longer summons the Forces of Blood and becomes fully empowered with the Blood of G'huun, unleashing Locus of Corruption, spending his Elder Blood to afflict the raid with Corrupted Blood for the remainder of the encounter. Players must defeat him before the damage from Corrupted Blood overwhelms them.

Tanks -

Nazmani Crushers use Thrumming Pulse when their energy is full. Make sure they are not within range of their allies!

Avoid melee attacks from Bloodthirsty Crawgs or use defensive abilities to reduce their healing from Hungering Maw.

Quickly kill the Animated Ichors summoned from Congeal Blood before they reach Zul.

Stage One: The Forces of Blood - Zul summons the Forces of Blood to defend him as he gradually builds energy over the course of Stage One.

Pool of Darkness - Creates a Pool of Darkness at a location for 20 sec. Periodically, the Pool of Darkness will explode in Erupting Darkness, unless a player is standing inside of it.Players standing in a Pool of Darkness are afflicted with Absorbed in Darkness.

Dark Revelation - Unleashes a Dark Revelation after 10 sec, dealing 49 Shadow damage to all players. This damage decreases with distance from the affected player. Additionally, a Minion of Zul is created near the player's location.

Minion of Zul - Minions of Zul fixate on players and cannot be tanked.

Call of Blood - Zul forms allies out of the blood he has been gifted by G'huun, summoning the Forces of Blood.

Forces of Blood -

Blood Recall - When killed, the Forces of Blood will regenerate after a short period unless afflicted by Decaying Flesh.

Decaying Flesh - The instability of G'huun's blood magic suppresses Blood Recall for 12 sec, allowing the afflicted creature to be killed without regenerating. When removed, will jump to another creature of a different type.

Nazmani Crusher -

Bloody Cleave - Inflicts 0 Physical damage in a cone in front of the caster.

Thrumming Pulse - Increases the damage done by Zul and his minions within 0 yards by 50% for 40 sec. This effect stacks.

Nazmani Bloodhexer -

Congeal Blood - Congeals the ambient blood of G'huun into an Animated Ichor at the Bloodhexer's location.

Engorged Burst - The Crawg ruptures, killing it and inflicting 20 Shadow damage to all players every 2 sec. for 10 sec.

Stage Two: Zul, Awakened - At 40% health, Zul unleashes the energy built over Stage One by casting Locus of Corruption.

Locus of Corruption - Zul consumes all of his energy, applying one stack of Corrupted Blood to all players per 5 energy consumed.

Corrupted Blood - Inflicts 0 Shadow damage every 2 sec. This effect stacks and lasts until the end of the encounter.

Rupturing Blood - Afflicts targets in a cone in front of Zul with Rupturing Blood, dealing 18 Physical damage every 2 sec. for 20 sec, and creating a pool of Ruptured Blood upon expiration.This effect stacks.

Ruptured Blood - Creates a large pool of blood that periodically applies Corrupted Blood to any players inside it.

Corrupted Blood - Inflicts 0 Shadow damage every 2 sec. This effect stacks and lasts until the end of the encounter.

Deathwish - Fills a player with a Deathwish, causing them to walk towards the edge of the arena and jump off the platform to their death upon reaching it.When the player jumps, or when Deathwish is dispelled, Deathwish inflicts 35 Shadow damage to all players. This damage is reduced by range. In addition, several Minions of Zul are created.

Minion of Zul - Minions of Zul fixate on players and cannot be tanked.

Pit of Despair - When a Minion of Zul reaches its target, it causes a wave of terror, making players within 5 yards run in fear for 12 sec.

Pool of Darkness - Creates a Pool of Darkness at a location for 20 sec. Periodically, the Pool of Darkness will explode in Erupting Darkness, unless a player is standing inside of it.Players standing in a Pool of Darkness are afflicted with Absorbed in Darkness.